Board game apparatus

ABSTRACT

A game board for an educational game for use by a plurality of players and having a playing area arranged in a circle which includes, in one case, syllables or multi-letter portions of words, and in another case, letters, which in both cases are put together to form words, and to change or add to words previously made; the board includes a series of concentric circles in which the various syllables or letters are arranged, the circles being of different colors, the board also includes a spinner, in the center and a series of numbers repeated circumferentially, the several series being of colors corresponding with those of the circles; and playing pieces incorporated in the board but capable of being punched therefrom for use in putting on the places indicated by the spinner to form words of the syllables or letters depicted on those places.

United States Patent Fyanes BOARD GAME APPARATUS [72] Inventor: RobertV. Fyanes, 4133 Wagner Avenue, River Forest, 111. 60176 [22] Filed: Dec.7, 1970 [21] Appl. No.: 95,773

[52] US. Cl. ..273/134 AB, 273/134 AD, 273/134 E, 273/134 G, 273/135 AC,273/135 D [51] Int. Cl. ..A63f 3/00 [58] Field of Search ..273/134, 135

[56] References Cited UNITED STATES PATENTS 1,210,614 1/1917 Dorer..273/134E 212,543 10/1968 Tortorici ..273/l34 AD UX 114,812 5/1939Graef ..273/l34 AB UX 2,995,374 8/ 1961 Deatherage ..273/134 AB FOREIGNPATENTS OR APPLICATIONS 206,530 3/ 1 956' Australia ..273/134 AD 51 Nov.28, 1972 Primary Examiner-Delbert B. Lowe Att0mey-Paul H. GallagherABSTRACT A game board for an educational game for use by a plurality ofplayers and having a playing area arranged in a circle which includes,in one case, syllables or multi-letter portions of words, and in anothercase, letters, which in both cases are put together to form words, andto change or add to words previously made; the board includes a seriesof concentric circles in which the various syllables or letters arearranged, the circles being of different colors, the board also includesa spinner, in the center and a series of numbers repeatedcircumferentially, the several series being of colors corresponding withthose of the circles; and

playing pieces incorporated in the board but capable a of being punchedtherefrom for use in putting on the places indicated by the spinner toform words of the syllables or letters depicted on those places.

7 Clains, 5 Drawing Figures i0 12c 12 22 22c 12c .18

PATENTED Rm 2 8 m2 BOARD GAME APPARATUS OBJECTS OF THE INVENTION A broadobject of the invention is to provide a novel game for a plurality ofplayers, including individual areas for the respective players, withplayer-operated means for indicating portions of the area of therespective player on which portions of words are disposed, and therebyindicating the corresponding portions of words, whereby the players can,in competition, make words of those portions indicated.

Another object is to provide a game of the forgoing character includingan arrangement utilizing different colors and numbers for indicating thekind of play to be made by each player, pursuant to the players tum atplay" as by moving a spinner.

Still another object is to provide a novel educational game, in the useof which words are built as by first forming a word and then thereafterbuilding on that same word to form different and/or more complex words,in a series of plays.

DESCRIPTION. OF A PREFERRED EMBODIMENT In the drawings:

FIG. 1 is a face view of a game board made according to the presentinvention, and including a first form or arrangement of portions ofwords, from which words are formed;

FIG. 2 is a view similar to FIG. 1, but showing another form of theboard, having letters instead of syllables for making up the words;

FIG. 3 is a view corresponding with FIG. 1, but showin g only a portionof the material on the board, but also showing positions of playingpieces on different spaces on the board for indicating the building ofwords;

FIG. 4 is a view corresponding to FIG. 2, but in character similar toFIG. 3, also showing playing pieces on different portions of the boardto indicate building of the words; and

FIG. 5 is a large scale 5 of FIG. 1.

Referring in detail to the drawings, FIGS. 1 and 2 are quite similar,but differ in that in the one case (FIG. 1) the portions of the wordsare in the form of syllables, and in the other case (FIG. 2) theportions of the words are in the form of letters.

Referring first to FIG. 1, the device includes a board on which areformed a plurality of playing paths 12, in the form of circles or ringsof substantial width, individually identified for convenience 12a, 12b,12c and 12d, concentric about an axis 13. These playing paths or circles12 are of different colors which in the case of FIG. 1 may arbitrarilybe beige, green, light blue and dark blue. The circles are included inan overall playing area 14 which is divided into wedge-shape segments orindividual playing areas 14a, 14b, 14c and 14d delimited by radiatingspaces or spokes 16 which for convenience may be stark or bare.

Preferably these concentric paths are surrounded by a bordering strip orcircle 18 which may be neutral, or white, for example, and in thisbordering circle are START indications 19 aligned with the spokes 16 toindicate starting positions for the different players at thecorresponding playing areas 14.

Within the playing circles is a line of dernarkation 20 which may beblack, and within that circle is an indicatsectional view taken at line5- ing circle or ring 22 including aplura'lity of circumferentiallysuccessive indicating areas 22a, 22b, 22c

numerals in the indicating ring orcircle 22.

Each of the rings or circles 12 of the playing areas are divided intocircumferentially successive sections or segments bearing portions ofwords 26 which in the present instance are syllables or multi-letterportions of words.- These syllables are such that when placed togetherin selected and certain arrangements they make complete words, althoughas will be realized all of them when placed together in random order donot, of course, make such words.

The board 10 includes a plurality of groups of markers 28, one group ineach comer for use by one of the players. These markers may be discsformed in the material of the board, and the board scored -or perforatedso that the player can punch them out. It is also practical to providedetached markers, originally separate from the board.

' In the playing of the game, each player in turn spins the indicator orspinner 24. When the indicator stops, the color of the indicating area22 at which the point stops determines the playing path or circle 12 onwhich 7 the respective player places his markers 28, i.e. they areplaced on the path having the corresponding color, and the number on thespace in that particular-colored area of the indicator circle indicatesthe number of places or spaces the player can move his marker. Forexample, if it' should stop atgreen, No. 1, then the player puts one ofthe markers 28 on the green circle one space from the starting pointwhich is the white stripe or spoke 16. Then on that same players nextspin, if it should stop at, for example, green, No. 4, he can placeanother marker on the green circle at four spaces removed;alternatively, he can move the first marker four spaces from its thenposition.

The syllables or portions of words on which the markers fall, areconsidered from the standpoint of forming complete words, and when sucha complete word is formed, a score is achieved and the player recordsthat score.

Thus the game includes different paths or rings individually identifiedby color and each having a plurality of areas for as many players;-eachpath or ring has a plurality of spaces in each of the areas and each ofthose spaces bears a portion of a word; additionally, the

device includes the indicator circle or ring 22 made up of indicatingareas of the same colors as the playing paths or rings, and each ofthose indicative areas includes a plurality of spaces numberedconsecutively; additionally, the device includes a spinner whichcooperates with the indicator circle for indicating the respective onesof the playing paths or rings, together with the numbers of spaces to beutilized in a play on the respective paths or rings; and finally,separate markers for movement onto the spaces in the playing paths orrings.

FIG. 3 is a view corresponding to FIG. 1, having the same pattern of thepaths and circles or rings, although only a portion thereof, and showingsome of the markers 28 on different ones of the spaces of the playingpaths or rings. This shows the manner in which the different syllableson those spaces may be placed to form ultimate words and to indicatecorresponding scores.

FIG. 2 shows the face of a game board very similar to that of FIG. 1,but designed principally for a more adult type of thinking. In FIG. 2,the word parts or portions 26 consist of individual letters rather thansyllables or multi-letter portions of words. in the more adult type ofplaying, the players can utilize more imagination and form a greatervariety of words than in the case of predetermined syllables as in thelower-age type of game of FIG. 1.

FIG. 4 corresponds with FIG. 2 as to the type of game, but is similar toFIG. 3 in that it shows markers 28 placed on different ones of theletters 26 as may occur in the playing of the game in forming words fromthose letters.

In both cases, namely the game for the younger thinking, and the gamefor adult thinking, the rules set out hereinbelow show and fully explainthe type of utilization of the game and therefore. it is believed thatthose rules will eliminate or at least minimize the detail descriptionof the use of the game.

INSTRUCTIONS FOR THE YOUNGER AGES Punch out the markers to be used inplaying lrcle Circle. The goal of each player (2, 3

or 4 may play) is to get his markers into play, one at a time, as histurns occur. The lrcle Circle board displays a variety of word parts(prefixes, suffixes, rootsl, each word part representing one space. Theplayers, directed by the color and number value of their spins, combineword parts by moving markers onto them to buld correctly spelled wordsof at least two pa rtsv Points are awarded on the basis of point valueson all markers covering word parts which correctly build the completedword. 'lhere can be no repetition of a complete word in the course ofthe game. Both words and scores should be recorded on paper. RUlE 1 Eachplayer places his 8 markers at the START positions. Each player spinsthe spinner; the highest score is the first player. If more than 2players, play moves to the left. Spins tell the color of the circle andthe number of spaces to be moved.

RULE 2 Players take; turns spinning the spinner and move their markersonto the indicated colored circle the indicated number of spaces.Markers may enter the circles to the left or right, and when in play,may move to the left or right. The white "spokes are never considered asspaces. A player may use his turn either to start a marker or move onealready in play. Word parts may the order the word is spelled).

be occupied in any order (not necessarily in RULE 3 If a player has 2markers already in play on the circle indicated by the spin, he maysplit the number of spaces between the two markers. For example, a blue5 occurs -one marker on the blue circle is moved 3 spaces, the other 2spaces, in this action a player's markers may occupy an opponent's spacebut may not capture an opponent's markerts). To capture an opponent'smarker(s) a player must move one marker the full number of spacesindicated by the.

player's spin and must land on the space occupied by markerls) ofopponentls). Upon capturing of an opponent's marker(sl, markerls) is putout of play.

RULE 4 When a player thinks his markers least 2 parts he may claim thatword only rectly spelled word, he gets the point score cover word partswhich correctly build a word of at during the time of his own turns. ifhe has built a corior all the markers involved in building that word.

Markers, after building a word, may be moved on to other word parts on aplayer's following: spins. RULE 5 if a word is claimed and an opponentchallenges its validity or spelling, the challenged player must provehis claim by use of a dictionary,

which lS used during the game for such challenges only. if thechallenger is correct, he receives the points for the markers involved;and the player who claimed challenger is wrong,

the word deducts from his score the points for the markers involved. itthe he deducts the points for the markers involved from his score. Alldeductions from scores must be made in full, even if they create a minustotal. RULE 6 All words in a standard dictionary may be used except:foreign words, abbreviations,

proper RULE7 I a player can build more than one complete word on asingle turn, he receives point credit for all the words, even thoughcertain word parts are used at the same time for different word.Fxample: A player has occupied CEPT," "TENT" and "ION. By then occupying"lN" he builcis, on the same turn, "lNCEPTlON" and "lNTENTlON."

RULE 8 If a player's claimed word repeats word partts) of receives pointcredit only for the unrepeated word pants).

(point credit for "TENT" only).

RULE 9 Certain words drop the letter preceding the added suffix.Example:

his own immediately previous word, he Example: "lNCEPTlON"-"lNTENTlON""DISPOSABLE." Player,

1. An additional word partls), NOT in the player's possession at tzmethe word was claimed, can be added to the original word and must RESS"to "PROGRESSIVE.

he a valid extension of the word. Example:

"FROG! RULES FOR THE YOUNGER AGES, ap-

INSTRUCTIONS FOR THE YOUNGER AGES- 2. Application of acltiit-onalQbiki'bfitsi r'mii'BEMJb'n'iiic saineturn, when marker(s) lands on it(them). 3. Markers must still cover all the letters of ones successfullyclaimed original word. 4. Player receives double credit for additionalword pants) only. 5. Player, ii able, may add a further additional wordpart, once again for double credit.

RULE 11 Conditions for Triple Credit in playing on ones opponent's word:

1. An additional word parts, which may be in player's possession at thetime the word was claimed, can be added to the original word and must bea valid extension of the word. 2 Applicatidn of additional word partsmay be made on any of player's turns, with condition no. 3 stillprevailing. 3. Markers must still cover all word parts of opponent'ssuccessfully claimed word. 4. Player receives triple credit foradditional word parts only.

5. A player may add additional word parts to a given word of an opponentonly one time.

RULE 12 The winner is determined in either one of two ways: (a) theplaver who first scores 100 points or (bi the player who has the mostpoints and succeeds in capturing the required number of opponent'smarkers-4f 2 play, 4 markers; if 3 play. 3 markers from each; if 4 play,2 markers irom each.

INSTRUCTIONS FOR ADULTS Punch out the markers to be used in playinglrcle Circle. The goal of each player (2, 3 or 4 may play) is to get hismarkers into play, one at a time, as his turns occur. The lrcle Circlehoard displays a variety of letters, each letter representing one space.The players, directed by the color and number value of their spins,combine letters by moving markers onto them to build correctly spelledwords of at least three letters. Points are awarded on the basis ofpoint values given each letter which correctly spells the complet'edword. There can be no repetition of a complete word in the course of thegame. Both words and scores should be recorded on paper.

RULE 1 Each player places his 8 markers at the START position. Eachplayer spins the spinner; the highest score is the first player. If morethan 2 players, play moves to the left. Spins tell the color of thecircle and the number of spaces to be moved.

RULE 2 Players takes turns spinning the spinner and move their markersonto the indicated colored circle the indicated number of spaces.Markers may enter the circles to the left or right, and when in play,may move to the left or right. The white "spokes are never considered asspaces. A player may use his turn either to start a marker or move onealready in play. Letters may be occupied in any order (not necessarilyin the order the word is spelled.)

RULE 3 If a player has 2 markers already in play on the circle indicatedby thespin, he may split the number of spaces between the two markers.For example, a blue 5 occurs -one marker on the blue circle is moved 3spaces, the other 2 spaces. In this action a player's markers may occupyan opponent's space but may not capture an opponent's marker(s). Tocapture an opponent's marker(s) a player must move one marker the fullnumber of spaces indicated by the player's spin and must land on thespace occupied by marker(s) of opponentls). Upon capturing of anopponent's marker(s), marker(s) is put out of play.

RULE 4 When aplayer thinks his markers cover letters which correctlyspell a word of at least 3 letters, he may claim that word only duringthe time of his own turns. If he has formed a correctly spelled word, hegets the point score for all the letters involved in spelling that word.Markers, after spelling a word, may be moved on to other letters on aplayer's following spins.

,RULE 5 If a word is claimed and an opponent challenges its validity orspelling, the challenged player must prove his claim by use of adictionary, which IS used during the game for such challenges only. Ifthe challenger is correct, he receives the points for the lettersinvolved; and the player who claimed the word deducts from his score thepoints for the letters involved. If the challenger is wrong, he deductsthe points for the letters involved from his score. All deductions fromscores must be made in full, even if they create a minus total.

RULE 6 All words in a standard dictionary may be used except: foreignwords, abbreviations, proper nouns and pronouns, and words involvingapostrophes.

RULE 7 When a player claims a word, he may claim additional words byrearranging ALL the letters involved. For example, EAR-"ARE," "ERA."Player receives total point credit for all words.

RULE 8 The winner is determined in either one of two ways: (a) theplayer who first scores 100 points or (b) the player who has the mostpoints and succeeds in capturing the required number of opponent'smarkers-if 2 play, 4 markers; if 3 play, 3 markers from each; if 4 play,2 markers from each.

3,704,018 "BEST INSTRUCTIONS FOR goat onunuell ADDITIONAL ADULT GAMEINSTRUCTIONSFOR A VARIETY OF PLAY 1. Conditions for Double Credit inplaying one's own word:

1. An additional letterls), NOT in the player's possession at time theword was claimed, can be added to the original word and must create anentirely new word. Examples: "All." to HALL,"

BALE in "TABLE" to "BATTLE." Non Examples: "aooic' m-"Booksfi "BUY" to"BUYS," "KlND" t "KINDER."

2. Application of additional letter(s) must be made on the same turn,when markerls) land on them. 3. Markets must still cover all the lettersof one's successfully claimed original word. 4. Player receives doublecredit for additional letter(s) only. 5. Player, if able, may add afurther additional letter, once again for double credit.

2. Conditions for Triple Credit in playing on one's opponent's word:

1. An additional letterls), which may be in player's possession at thetime the word was claimed can be added to the original word and mustcreate an entirely new word. 2. Application of additional letter(s) maybe made on any of player's turns, with condition no. 3 still prevailing.

3. Markers must still cover all letters of opponent's successfullyclaimed word.

4. Player receives triple credit for additional letter(s) only.

5. A player may add additional letter(s) to a given word of an opponentonly one time.

3. it a player's claimed built on an earlier turn,

pie: "COG" to "LOG," credit for letter (L) only.

word repeats letterls) of his own immediately previous word, he receivespoint credit only for the unrepeated letterls). Examlclaim: 3. A gameapparatus according to claim 1 wherein 1. An educational game apparatuscomprising the word portions are in the form of individual letters. aboard, 4. A game apparatus according to claim 1 wherein the board havinga plurality of playing paths in dividually identified by differentcolors and disposed in a circular arrangement around a common axis,

each playing path including linearly successive spaces, and each of thespaces including a portion of a word,

an indicating path concentric with said common axis and including areasof the same colors as the playing paths, each area including a pluralityof spaces bearing indications of numbers of steps of progress of playsalong the playing paths,

a plurality of markers constituting individual pieces movable along theplaying paths, and an indicator movable relative to the indicating areasand cooperating therewith for indicating various ones of the playingpaths and various ones of the numbers of steps.

2. A game apparatus according to claim 1 wherein the markers areincorporated in and constitute a portion of the board, and the board isscored to facilitate removal of the markers from the remainder of theboard.

5. A game apparatus according to claim 1 wherein the markers areseparate from the board.

6. A game apparatus according to claim 1 wherein the playing paths arein a circular main playing area divided into a plurality of wedge-shapedareas by radial spokes of neutral color, and the board includes playingindications at the outer ends of the spokes designating the startingpositions of the various players.

7. A game apparatus according to claim 1 wherein the playing paths arein a circular main playing area divided into a plurality of wedge-shapedareas by radial spokes of neutral color, and the indicating path areasare disposed adjacent respective ones of the wedgeshaped areas, and thespaces of each indicating path area are of the same color.

the word portions are in the form of syllables or groups 5 0 of letters.

1. An educational game apparatus comprising a board, the board having aplurality of playing paths individually identified by different colorsand disposed in a circular arrangement around a common axis, eachplaying path including linearly successive spaces, and each of thespaces including a portion of a word, an indicating path concentric withsaid common axis and including areas of the same colors as the playingpaths, each area including a plurality of spaces bearing indications ofnumbers of steps of progress of plays along the playing paths, aplurality of markers constituting individual pieces movable along theplaying paths, and an indicator movable relative to the indicating areasand cooperating therewith for indicating various ones of the playingpaths and various ones of the numbers of steps.
 2. A game apparatusaccording to claim 1 wherein the word portions are in the form ofsyllables or groups of letters.
 3. A game apparatus according to claim 1wherein the word portions are in the form of individual letters.
 4. Agame apparatus according to claim 1 wherein the markers are incorporatedin and constitute a portion of the board, and the board is scored tofacilitate removal of the markers from the remainder of the board.
 5. Agame apparatus according to claim 1 wherein the markers are separatefrom the board.
 6. A game apparatus according to claim 1 wherein theplaying paths are in a circular main playing area divided into aplurality of wedge-shaped areas by radial spokes of neutral color, andthe board includes playing indications at the outer ends of the spokesdesignating the starting positions of the various players.
 7. A gameapparatus according to claim 1 wherein the playing paths are in acircular main playing area divided into a plurality of wedge-shapedareas by radial spokes of neutral color, and the indicating path areasare disposed adjacent respective ones of the wedge-shaped areas, and thespaces of each indicating path area are of the same color.